Difference between revisions of "Omnivore"

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Omnivores are creatures that will eat [[plants]] or [[meat]]. They usually rely on wild plants for sustenance but will eat any [[food]] left lying about like raw meat, vegetables, prepared [[meals]], [[chocolate]], and [[beer]].
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<div style="clear:both;">
 
<div class="pull-left">{{:Boomrat}}</div>
 
<div class="pull-left">{{:Boomrat}}</div>
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<div class="pull-left">{{:Cobra}}</div>
 
<div class="pull-left">{{:Iguana}}</div>
 
<div class="pull-left">{{:Iguana}}</div>
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</div>
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<div style="clear:both;">
 
<div class="pull-left">{{:Megascarab}}</div>
 
<div class="pull-left">{{:Megascarab}}</div>
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<div class="pull-left">{{:Monkey}}</div>
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<div class="pull-left">{{:Tortoise}}</div>
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</div>
  
 
{{nav|animal}}
 
{{nav|animal}}
 
[[Category:Animals]]
 
[[Category:Animals]]
 
[[Category:Wild]]
 
[[Category:Wild]]

Revision as of 01:13, 5 June 2015

Omnivores are creatures that will eat plants or meat. They usually rely on wild plants for sustenance but will eat any food left lying about like raw meat, vegetables, prepared meals, chocolate, and beer.

The origin of the boomrat has varied over time. In the initial release of the Revival Briefing, which is now considered non-canon, they were described as originating as a biological weapon that survived and bred after wars on the worlds they now inhabit. The current version of the Revival Briefing states that they, along with the boomalope, were originally engineered as a primitive renewable fuel source. While this holds true for boomalopes, boomrats cannot and could never be milked for chemfuel in-game. Meanwhile, their current in-game description also disagrees with the current briefing and supports the now-obsolete original version, stating that their explosive tendencies are either a result of deliberate weaponization or intended as a defense mechanism.

Cobra

Cobra

A large predatory snake. Cobras can be highly aggressive if provoked, and their bite injects toxic venom into the victim.

Base Stats

Type
Animal
Market Value
150 Silver
Flammability
70%

Pawn Stats

Combat Power
65
Move Speed
3.5 c/s
Health Scale
0.5
Body Size
0.25
Mass - Baby
3 kg
Mass - Juvenile
7.5 kg
Mass - Adult
15 kg
Carrying Capacity
19 kg
Filth Rate
1
Hunger Rate
0.11 Nutrition/Day
Diet
carnivorous, ovivorous
Life Expectancy
20 years
Manhunter Chance
50%
Manhunter Chance (Taming)
10%
Trainable Intelligence
None
Wildness
75%
Minimum Handling Skill
7
Mate Interval
12 hours
Maturity Age
0.5 years (30 days)
Juvenile Age
0.15 years (9 days)
Comfortable Temp Range
°C – 60 °C (32 °F – 140 °F)

Production

Meat Yield
36 cobra meat
Leather Yield
18 lizardskin
Eggs Per Clutch
1 to 2
Egg Laying Interval
10 days
Can Lay Unfertilized Eggs
false

Melee Combat

Attack 1
Mouth
12 dmg (Toxic bite)
18 % AP
2 second cooldown
Stun for 280 ticks (4.67 secs) on first strike
Attack 2
Head
3 dmg (Blunt)
4 % AP
2 second cooldown
0.2 chance factor
Average DPS
2.33
Technical
tradeTags
AnimalUncommon, AnimalFighter


Cobras are predatory and ovivorous snakes found only in tropical rainforests and tropical swamps. They eat smaller animals, and sometimes people if they don't find a smaller prey in time.

Their bite causes toxic buildup.[How much?] The toxic buildup from their bite is not applied when they are hunting, to prevent rotting their would-be prey and leaving them unable to eat it.

Analysis

In a tropical biome, cobras are a persistent threat to your small animals, children,Content added by the Biotech DLC and possibly to unarmed adults. When fighting a single cobra, its toxic bite is unlikely to make a difference, at least with adult colonists. However, the toxins can add up when fighting a manhunter pack of cobras. It can also matter when a cobra fights smaller targets.

There's not much reason to tame a cobra, or keep a tamed cobra. Cobras cannot be trained to attack, and even if you use allowed areas to force a cobra to fight, it is one of the weakest predators in the game. In the tropics, you have access to elephants. Elephants are one of the strongest animals in the game, can be trained to attack, can graze on grass, and are just as easy to tame. In addition, elephants will not go manhunter on a failed taming attempt. For meat, tortoises are strictly better.

Training

This animal can be trained as follows:

Guard:  
Attack:  
Rescue:  
Haul:  

*As of version 1.1.2610, all animals can be tamed. The percentage of likelihood of success depends on factors such as the Animals Wildness Percentage, Pawn Handling Skill, and others. More information can be found on the animals page.

Health


Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
Body 30 1 100% 55% N/A[4] Ex.png Moving Death
Head 30 1 20% 4% Body Ex.png Hearing Death
Skull 25 1 30.0% 3% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 10 1 50.0% 3% Skull Check.png Consciousness Death
Damage always results in scarring.
Eye 10 2 10.0% 2% Head Ex.png Sight −25% Sight. −100% if both lost.
Damage always results in scarring.
0% Hit Chance against Blunt damage.
Nose 10 1 15.0% 3% Head Ex.png - -
Mouth 20 1 15.0% 3% Head Ex.png Manipulation
Eating
Talking
Cannot be destroyed
Up to −96% Manipulation
Up to −96% Eating
Up to −96% Talking
Heart 15 1 3% 3% Torso Check.png Blood Pumping Death
Lung 15 2 3% 3% Torso Check.png Breathing −50% Breathing. Death if both lost
Stomach 20 1 5% 5% Torso Check.png Metabolism −50% Metabolism
Liver 20 1 5% 5% Torso Check.png Blood Filtration
Metabolism
Death
Kidney 15 2 3% 3% Torso Check.png Blood Filtration −50% Blood Filtration. Death if both lost
  1. Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
  2. Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
  3. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
  4. This is the part that everything else connects to to be considered 'connected'.

Trivia

Unlike in real life and most animals in RimWorld, cobras have no skeletons besides their skull.

Gallery

Version history

  • 0.7.581 - Added
  • 0.12.906 - Can now lay eggs
  • 0.18/1.0 - Now provides the new lizardskin, which merged its previous leather type, cobraskin, with tortoise leather and iguana skin.
  • Somewhere between 1.2.2719 and 1.3.3200 - Cobras no longer use their venom when hunting. Previously, cobras had a tendency to inadvertently destroy entire ecosystems when hungry. Predators hunt when hungry, but the cobra's bite inflicted toxic buildup which caused the prey's corpse to rot. This prevented the cobra from being able to eat the corpse, which left them hungry, so they'd go hunting again and the cycle repeated. Eventually they'd leave a string of rotting animals corpses and still end up malnourished.

Iguana

Iguana

These large lizards normally feed on plant matter. However, when angered, their tough hide and sharp claws make them quite dangerous.
Resting iguanas hold their heads high, giving them an amusing 'proud' look. But they're not proud; they're just trying to see predators so they don't get eaten.

Base Stats

Type
Animal
Market Value
100 Silver
Flammability
70%

Pawn Stats

Combat Power
40
Move Speed
3 c/s
Health Scale
0.5
Body Size
0.4
Mass - Baby
4.8 kg
Mass - Juvenile
12 kg
Mass - Adult
24 kg
Carrying Capacity
30 kg
Filth Rate
1
Hunger Rate
0.32 Nutrition/Day
Diet
omnivorous grazer
Life Expectancy
12 years
Manhunter Chance
0%
Manhunter Chance (Taming)
0%
Trainable Intelligence
None
Wildness
50%
Minimum Handling Skill
4
Mate Interval
12 hours
Maturity Age
0.222 years (13.3 days)
Juvenile Age
0.1 years (6 days)
Comfortable Temp Range
°C – 60 °C (32 °F – 140 °F)

Production

Meat Yield
56 iguana meat
Leather Yield
22 lizardskin
Eggs Per Clutch
1 to 2
Egg Laying Interval
5.661 days
Can Lay Unfertilized Eggs
false

Melee Combat

Attack 1
Front left claws
8 dmg (Scratch)
12 % AP
2 second cooldown
Attack 2
Front right claws
8 dmg (Scratch)
12 % AP
2 second cooldown
Attack 3
Teeth
10 dmg (Bite)
15 % AP
2.6 second cooldown
0.7 chance factor
Attack 4
Head
5 dmg (Blunt)
7 % AP
2 second cooldown
0.2 chance factor
Average DPS
2.22
Technical
tradeTags
AnimalUncommon


Iguanas are solitary omnivorous lizards that live in the warm dry climates of the arid shrubland, desert, and extreme desert. Despite their small size, their scratch and bite attacks are twice that of the squirrel's.

Summary

Iguanas have 95% Toxic Environment Resistance rendering them highly resistant to environmental effects such as rot stink and toxic buildup from non-attack sources.

Analysis

Other than being a meager source of food for desert and extreme desert starts, iguanas have very little niche.

They are the only omnivore in the desert / extreme desert. They'll eat any food they have access to, which is usually your own, so think of iguanas as desert rats. Like rats, tamed iguanas have a small niche as they can eat and dispose of corpses.

Training

This animal can be trained as follows:

Guard:  
Attack:  
Rescue:  
Haul:  

*As of version 1.1.2610, all animals can be tamed. The percentage of likelihood of success depends on factors such as the Animals Wildness Percentage, Pawn Handling Skill, and others. More information can be found on the animals page.

Health


Body part Health
Head 25
Skull 25
Brain 10
Nose 10
Neck 25
Jaw 20
Eye [1]
(left, right)
10
Ear
(left, right)
10
Body 40
Kidney[2]
(left, right)
15
Lung[2]
(left, right)
15
Liver[2] 20
Heart[2] 15
Spine[2] 25
Stomach[2] 20
Limbs
(left, right, fore, hind)
30
Appendage
(left, right, fore, hind)
20
  1. Located inside of Head.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Located inside of Body.

Gallery

Version history

  • 0.12.906 - Can now lay eggs
  • 0.18/1.0 - Now provides the new lizardskin, which merged its previous leather type, iguana skin, with tortoise leather and cobraskin.

Megascarab

Megascarab

A large, genetically-engineered beetle. Once the worker caste of an artificial ecosystem of insectoids designed to fight mechanoid invasions, it is now often seen without its deadlier insectoid cousins. Still, its size and hard shell make it dangerous when it attacks. A eusocial creature, it cannot reproduce individually.

Base Stats

Type
AnimalInsectoid
Market Value
100 Silver
Flammability
70%

Apparel

Armor - Sharp
72%
Armor - Blunt
18%

Pawn Stats

Combat Power
40
Move Speed
3.75 c/s
Health Scale
0.4
Body Size
0.2
Mass - Baby
2.4 kg
Mass - Juvenile
6 kg
Mass - Adult
12 kg
Carrying Capacity
15 kg
Filth Rate
1
Hunger Rate
0.16 Nutrition/Day
Diet
omnivorous, animal products
Life Expectancy
10 years
Manhunter Chance
50%
Manhunter Chance (Taming)
0%
Trainable Intelligence
Intermediate
Wildness
20%
Minimum Handling Skill
1
Maturity Age
0.4 years (24 days)
Juvenile Age
0.03 years (1.8 days)
Comfortable Temp Range
°C – 60 °C (32 °F – 140 °F)

Production

Meat Yield
31 insect meat

Melee Combat

Attack 1
Mouth
5 dmg (Bite)
7 % AP
2 second cooldown
Attack 2
Head
4 dmg (Blunt)
6 % AP
2 second cooldown
0.1 chance factor
Average DPS
1.68
Technical
tradeTags
AnimalInsect


Megascarabs are a type of Insectoid found in regular and extreme deserts, infestations or inside ancient shrines, including inside the caskets.

Summary

They are ground beetles of metallic color that posses elytra, a protective shell that provides some armor. Megascarabs are hazardous to hunt, for if they are injured by a human or a mechanoid, they will turn manhunter and attack any human or mechanoid on the map they can reach. If slain, they can be butchered for insect meat. Colonists dislike eating any insect meat, but meat-eating animals have no such problem.

All insectoids, including the omnivore, experience hypothermic slowdown instead of fatal hypothermia, have 100% Toxic Resistance, rendering them immune to toxic buildup from any source, and 80% Toxic Environment Resistance, rendering them resistant to environmental effects such as rot stink. They experience also pollution stimulus when in polluted terrain.Content added by the Biotech DLC See that page for full details.

Insectoids are incapable of sexual reproduction like other animals, due to their breeding type (EusocialInsect). Instead, wild insects reproduce via hives which create new insectoids periodically, up to a maximum value each hive can support. Tamed insectoids cannot reproduce at all. For more detail, see the Hive page.

Armor

Armor

Analysis

Combat

Megascarabs are the smallest and fastest of the 3 insectoid types, and will often catch up to colonists and "lock" them into melee. It may be wiser to focus on bigger targets, like megaspiders, as they are stronger in combat.

Melee block tactics work well against infestations in general. In an open field, kiting works well, as even megascarabs are slower than a healthy human.

Taming

Megascarabs offer no real niche as a tamed pet, however they can be tamed. Unlike the larger insects, they can generate non-hostile, and are found naturally in deserts.

Training

This animal can be trained as follows:

Guard:  
Attack:  
Rescue:  
Haul:  

*As of version 1.1.2610, all animals can be tamed. The percentage of likelihood of success depends on factors such as the Animals Wildness Percentage, Pawn Handling Skill, and others. More information can be found on the animals page.

Health


Body part Health
Head 25
Skull 25
Brain 10
Nose 10
Neck 25
Jaw 20
Eye [1]
(left, right)
10
Ear
(left, right)
10
Body 40
Kidney[2]
(left, right)
15
Lung[2]
(left, right)
15
Liver[2] 20
Heart[2] 15
Spine[2] 25
Stomach[2] 20
Limbs
(left, right, fore, hind)
30
Appendage
(left, right, fore, hind)
20
  1. Located inside of Head.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Located inside of Body.

Gallery

Version history

  • Beta 19/1.0 - All insects main attack cooldowns 2.5 -> 2.9
  • Some time between A6 and A13 - Sprite changed.
  • 1.3 - Revenge on tame fail decreased from 20% to 10% - revenge on harm increased from 35% to 50% - wildness decreased from 95% to 20%.
  • Biotech DLC release - Now gains pollution stimulus on polluted terrain.

Monkey

Monkey

A small primate, the monkey can use its curly tail to grab on to branches, leaving its hands free to do other things. Monkeys are selfish but clever, and can be trained to carry out fairly complex tasks.

Base Stats

Type
Animal
Market Value
100 Silver
Flammability
70%

Pawn Stats

Combat Power
35
Move Speed
4.3 c/s
Health Scale
0.45
Body Size
0.35
Mass - Baby
4.2 kg
Mass - Juvenile
10.5 kg
Mass - Adult
21 kg
Carrying Capacity
26 kg
Filth Rate
1
Hunger Rate
0.2 Nutrition/Day
Diet
omnivorous grazer
Life Expectancy
30 years
Manhunter Chance
0%
Manhunter Chance (Taming)
0%
Trainable Intelligence
Intermediate
Wildness
60%
Minimum Handling Skill
5
Nuzzle Interval
1 day
Mate Interval
12 hours
Maturity Age
0.266 years (16 days)
Juvenile Age
0.2 years (12 days)
Comfortable Temp Range
-5 °C – 50 °C (23 °F – 122 °F)

Production

Meat Yield
49 monkey meat
Leather Yield
21 lightleather
Gestation Period
6.66 days
Offspring Per Birth
1

Melee Combat

Attack 1
Left hand
3.6 dmg (Blunt)
5 % AP
1.5 second cooldown
Attack 2
Right hand
3.6 dmg (Blunt)
5 % AP
1.5 second cooldown
Attack 3
Teeth
4 dmg (Bite)
6 % AP
2 second cooldown
0.7 chance factor
Attack 4
Head
2 dmg (Blunt)
3 % AP
2 second cooldown
0.2 chance factor
Average DPS
1.21
Technical
tradeTags
AnimalUncommon


Monkeys are omnivorous primates which live in the tropical rainforest and swamp.

Analysis

Monkeys are small and have relatively low damage, making them poor as actual tame animals. They cannot haul, either.

However, monkeys are one of the few animals that can nuzzle, giving a +4 Nuzzled moodlet to colonists. They are one of 2 nuzzlers, along with the guinea pig, that can be found in the wild. Note that the guinea pig eats less, produces more offspring, and is just as difficult to tame, though is a rarer animal.

Training

This animal can be trained as follows:

Guard:  
Attack:  
Rescue:  
Haul:  

*As of version 1.1.2610, all animals can be tamed. The percentage of likelihood of success depends on factors such as the Animals Wildness Percentage, Pawn Handling Skill, and others. More information can be found on the animals page.

Health


Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
Torso 40 1 100% 15% N/A[4] Ex.png Death
Neck 25 1 10% 2.8% Torso Ex.png Breathing
Eating
Talking
Death
Head 25 1 72% 1.6% Neck Ex.png Death
Skull 25 1 18.0% 0.39% Head Check.png Cannot be destroyed
Increasing Pain based on damage.
Brain 10 1 70.0% 0.91% Skull Check.png Consciousness Death
Damage always results in scarring.
Eye 10 2 12.0% 0.86% Head Ex.png Sight −25% Sight. −100% if both lost.
Damage always results in scarring.
0% Hit Chance against Blunt damage.
Ear 12 2 8.0% 0.58% Head Ex.png Hearing −25% Hearing. −100% if both lost.
Nose 10 1 10.0% 0.72% Head Ex.png
Jaw 10 1 10.0% 0.72% Head Ex.png Manipulation −33% Manipulation
Tail 10 1 2% 2% Torso Ex.png
Spine 25 1 3% 3% Torso Check.png Moving −100% Moving[5]
Ribcage 30 1 4.5% 4.5% Torso Check.png Breathing Cannot be destroyed
Up to −48% Breathing
Increasing Pain based on damage.
Sternum 20 1 0.5% 0.5% Torso Check.png Breathing Cannot be destroyed
Up to −48% Breathing
Increasing Pain based on damage.
Heart 15 1 3% 3% Torso Check.png Blood Pumping Death
Lung 15 2 3% 3% Torso Check.png Breathing −50% Breathing. Death if both lost
Stomach 20 1 4% 4% Torso Check.png Metabolism −50% Metabolism
Liver 20 1 3% 3% Torso Check.png Blood Filtration
Metabolism
Death
Kidney 15 2 3% 3% Torso Check.png Blood Filtration −50% Blood Filtration. Death if both lost
Shoulder 30 2 10.0% 1.5% Torso Ex.png Manipulation −33% Manipulation. −67% if both lost
Arm 30 2 85.0% 4.7% Shoulder Ex.png Manipulation −33% Manipulation. −67% if both lost
Clavicle 25 2 1% 1% Torso Check.png Manipulation
Humerus 25 2 10.0% 0.85% Arm Check.png Manipulation −33% Manipulation. −67% if both lost
Radius 20 2 10.0% 0.85% Arm Check.png Manipulation −33% Manipulation. −67% if both lost
Hand 20 2 25.0% 0.68% Arm Ex.png Manipulation −33% Manipulation. −67% if both lost
Pinky Finger 8 2 11.0% 0.23% Hand Ex.png Manipulation −5% Manipulation. −11% if both lost
Ring Finger 8 2 13.0% 0.28% Hand Ex.png Manipulation −5% Manipulation. −11% if both lost
Middle Finger 8 2 15.0% 0.32% Hand Ex.png Manipulation −5% Manipulation. −11% if both lost
Index Finger 8 2 14.0% 0.30% Hand Ex.png Manipulation −5% Manipulation. −11% if both lostt
Thumb 8 2 15.0% 0.32% Hand Ex.png Manipulation −5% Manipulation. −11% if both lost
Pelvis 25 1 1% 1% Torso Check.png Moving Cannot be destroyed
Up to −96% Moving.
Leg 30 2 10.0% 6% Torso Ex.png Moving −50% Moving. −100% if both lost
Femur 25 2 10.0% 1% Leg Check.png Moving −50% Moving. −100% if both lost
Tibia 25 2 10.0% 1% Leg Check.png Moving −50% Moving. −100% if both lost
Left foot 25 1 20.0% 0.66% Leg Ex.png Moving −50% Moving. −100% if both lost
Right foot 25 1 20.0% 0.64% Leg Ex.png Moving −50% Moving. −100% if both lost
Left little Toe 8 1 10.0% 0.20% Foot Ex.png Moving −4% Moving. −8% if both lost
Right little Toe 8 1 11.0% 0.22% Foot Ex.png Moving −4% Moving. −8% if both lost
Fourth Toe 8 2 12.0% 0.24% Foot Ex.png Moving −4% Moving. −8% if both lost
Middle Toe 8 2 14.0% 0.28% Foot Ex.png Moving −4% Moving. −8% if both lost
Second Toe 8 2 15.0% 0.30% Foot Ex.png Moving −4% Moving. −8% if both lost
Big Toe 8 2 16.0% 0.32% Foot Ex.png Moving −4% Moving. −8% if both lost
  1. Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
  2. Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
  3. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
  4. This is the part that everything else connects to to be considered 'connected'.
  5. If Moving drops below 16% a pawn cannot move.

Gallery

Trivia

The updated monkey texture was originally part of the Vanilla Textures Expanded mod, but was integrated into the base game by agreement.[1]

Version history

  • 0.7.581 - Added.
  • Beta 19/ 1.0 - nuzzle interval 72 -> 48 hours

Tortoise

Tortoise

This heavily armored land-dwelling reptile is known for its slow moving speed and surprisingly vicious bite. Because of its natural armor, it is tough to kill and can do serious damage during drawn-out melee fights.

Base Stats

Type
Animal
Market Value
200 Silver
Flammability
70%

Apparel

Armor - Sharp
50%
Armor - Blunt
35%

Pawn Stats

Combat Power
70
Move Speed
1 c/s
Health Scale
0.6
Body Size
0.5
Mass - Baby
6 kg
Mass - Juvenile
15 kg
Mass - Adult
30 kg
Carrying Capacity
38 kg
Filth Rate
1
Hunger Rate
0.13 Nutrition/Day
Diet
omnivorous grazer
Life Expectancy
180 years
Manhunter Chance
0%
Manhunter Chance (Taming)
0%
Trainable Intelligence
None
Wildness
75%
Minimum Handling Skill
7
Mate Interval
12 hours
Maturity Age
0.222 years (13.3 days)
Juvenile Age
0.15 years (9 days)
Comfortable Temp Range
°C – 50 °C (32 °F – 122 °F)

Production

Meat Yield
70 tortoise meat
Leather Yield
25 lizardskin
Eggs Per Clutch
1 to 3
Egg Laying Interval
6.66 days
Can Lay Unfertilized Eggs
false

Melee Combat

Attack 1
Beak
8 dmg (Bite)
12 % AP
2.6 second cooldown
Attack 2
Head
3 dmg (Blunt)
4 % AP
2.6 second cooldown
0.2 chance factor
Average DPS
1.12
Technical
tradeTags
AnimalUncommon


Tortoises are crawling omnivores which live in the moderate climates of the temperate forest and temperate swamp, and the sweltering humidity of the tropical rainforest and tropical swamp.

Analysis

Tortoises are the single best animal for meat : nutrition input, or nutrition efficiency. This is due to their remarkably low hunger rate. A tortoise farm can also produce a lot of leather. However, tortoises are not pen animals. They must be re-tamed every Expression error: Unexpected round operator. days, or carefully slaughtered just before they become un-tame, which requires a lot of micromanagement. Players may prefer to ranch animals like the ibex and horse, as they do not require nearly as much work to farm.

Nutrition

When slaughtered, a tortoise yields Expression error: Unexpected < operator. meat and Expression error: Unexpected < operator. lizardskin as a baby; Expression error: Unexpected < operator. meat and Expression error: Unexpected < operator. lizardskin as a juvenile; or Expression error: Unexpected < operator. meat and Expression error: Unexpected < operator. lizardskin as an adult. 1 meat is worth 0.05 nutrition. A tortoise's fertilized egg only provides 0.25 nutrition, compared to the Expression error: Unexpected < operator. of a butchered baby. Therefore, a tortoise should always be allowed to hatch.

An adult tortoise consumes nutrition per day, and a fertilized female creates an average of Expression error: Unexpected / operator. offspring per day.

  • When offspring are slaughtered as babies, a female tortoise will produce Expression error: Unexpected < operator. nutrition of meat per day, giving a potential nutrition efficiency of Expression error: Unexpected < operator.%.
  • If the offspring are allowed to grow to adulthood, they will consume an additional Expression error: Unexpected < operator. nutrition per day, but will instead yield Expression error: Unexpected < operator. nutrition per day as they are slaughtered, resulting in a potential nutrition efficiency of Expression error: Unexpected < operator.%.

This does not consider the food required of male tortoises. A female:male ratio of Expression error: Unexpected / operator.:1 reaches an optimal fertilization rate. With this ratio of tortoises, you reach a "true" nutrition efficiency of Expression error: Unexpected < operator.%. For reference, the next best animal, the chicken, has a nutrition efficiency of 178.6%, after considering their female:male ratio. Chickens do not produce leather. The next best animal that produces leather is the ibex.

Some care must be used when managing tortoise eggs, as tortoises themselves are omnivorous and do not seem to discriminate against eating their unhatched young. Make use of restriction zones and hauling labor to pull freshly laid eggs away from animal pens and into safe hatcheries to maximize yield.

Combat

Turtles are poor animals for combat. They do little damage, and due to their low health scale, they aren't durable, either. Turtles can occasionally be seen beating much larger predators, such as lynx and cougars. This isn't because tortoises are great at combat, but rather a consequence of RimWorld's combat RNG. Armor has a chance to completely negate damage, so turtles have a higher-than-usual chance to win. And if a tortoise loses, you usually won't see their corpse (it'll be consumed right away).

Because of their low damage and high-ish armor, turtles can be used to train the Melee and Medical skills. A well-armored colonist can land many melee blows on a tortoise without much risk. This trains their Melee skill. A doctor can tend to the colonist's and turtle's wounds, which trains Medical. Rinse and repeat a few times until the poor beast finally dies. Note that beating up human prisoners is even less of a risk (prisoners do not fight back).

As manhunters, tortoises are trivial to deal with, due to their slow speed. If you have any sort of ranged weapon, kiting tactics can be used to easily defeat a tortoise pack. Even if you don't have a ranged weapon, you could run to the nearest door and close it.

Training

This animal can be trained as follows:

Guard:  
Attack:  
Rescue:  
Haul:  

*As of version 1.1.2610, all animals can be tamed. The percentage of likelihood of success depends on factors such as the Animals Wildness Percentage, Pawn Handling Skill, and others. More information can be found on the animals page.

Health


Body part Health
Head 25
Skull 25
Brain 10
Nose 10
Neck 25
Jaw 20
Eye [1]
(left, right)
10
Ear
(left, right)
10
Body 40
Kidney[2]
(left, right)
15
Lung[2]
(left, right)
15
Liver[2] 20
Heart[2] 15
Spine[2] 25
Stomach[2] 20
Limbs
(left, right, fore, hind)
30
Appendage
(left, right, fore, hind)
20
  1. Located inside of Head.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Located inside of Body.

Armor

Armor

Gallery

Version history

  • 0.7.581 - Added.
  • 0.12.906 - Can now lay eggs.
  • 0.18/1.0 - Now provides the new lizardskin, which merged its previous leather type, tortoise leather, with cobraskin and iguana skin.
  • 1.0 - Tortoise armor was reduced from 50% to 30%.
  • ? - Armor increased back up to 50%.